Pooping Dog Script Full Link Here

-- Position behind the dog local dogCFrame = bodyPart.CFrame local poopPosition = dogCFrame.Position + dogCFrame:VectorToWorldSpace(POOP_OFFSET) poopModel:SetPrimaryPartCFrame(CFrame.new(poopPosition)) poopModel.Parent = workspace

If you are looking for a for Roblox, this is often used as a "troll" or "FE" (Filtering Enabled) script that attaches a comical dog model to your character.

My sock is in Dog's poop? Parent: Not yet. Your sock is in Dog's tummy. It will probably be in his poop tomorrow. Child 2: They have to get the poop out of the potty? Parent: It'll probably be outside, dear. Dogs don't poop on the potty. Child 2: If I eat Dog, he'll be in my poop? Child 1: [Snoring] Parent: I suppose so. pooping dog script full

The 3D animation world changed when 3D Studio Max introduced the MaxScript language. Creators gained the power to automate complex behaviors with code. Among the various automation tools developed by the community, the "pooping dog script" stands out as a famous, historical piece of procedural animation folklore.

He tries to balance the phone between his ear and shoulder while reaching for the mess. The phone slips. It falls. It lands. Right. On. Target. ...I’m quitting. I’m just going to quit. -- Position behind the dog local dogCFrame = bodyPart

Before pasting the script, ensure your instance tree looks like this inside Workspace : 🐕 (The NPC or Player character rig) 📄 PoopController (Server Script - Code below ) 📂 Animations (Folder)

Buddy, that’s Mr. Henderson’s yard. He has a Ring camera. He’s probably watching us right now— Buddy drops. It’s happening. Your sock is in Dog's tummy

This script is designed for a close-up video of a dog looking directly at the camera while pooping.

import bpy import math def setup_scene(): # Clear existing mesh and armature objects bpy.ops.object.select_all(action='DESELECT') bpy.ops.object.select_by_type(type='MESH') bpy.ops.object.delete() bpy.ops.object.select_by_type(type='ARMATURE') bpy.ops.object.delete() def create_dog_rig(): # Create a simplified armature for the dog's spine and hind legs bpy.ops.object.armature_add(radius=1.0, enter_editmode=True, location=(0, 0, 2)) amt = bpy.context.object.data amt.name = 'DogRigData' obj = bpy.context.object obj.name = 'DogRig' # Edit bones to form a basic spine/hips structure bpy.ops.armature.select_all(action='CHOOSE') root_bone = amt.edit_bones[0] root_bone.name = 'Pelvis' root_bone.head = (0, 0, 2) root_bone.tail = (0, -1, 2) # Add spine bone spine_bone = amt.edit_bones.new('Spine') spine_bone.head = (0, 0, 2) spine_bone.tail = (0, 1.5, 2.5) spine_bone.parent = root_bone # Add tail bone tail_bone = amt.edit_bones.new('Tail') tail_bone.head = (0, -1, 2) tail_bone.tail = (0, -2, 2.5) tail_bone.parent = root_bone bpy.ops.object.mode_set(mode='OBJECT') return obj def animate_squat(rig_object): # Ensure we are in Pose Mode to animate bones bpy.context.view_layer.objects.active = rig_object bpy.ops.object.mode_set(mode='POSE') pose_bones = rig_object.pose.bones # Frame 1: Normal standing position bpy.context.scene.frame_set(1) pose_bones['Pelvis'].location = (0, 0, 0) pose_bones['Spine'].rotation_euler = (0, 0, 0) pose_bones['Tail'].rotation_euler = (0, 0, 0) pose_bones['Pelvis'].keyframe_insert(data_path="location", index=-1) pose_bones['Spine'].keyframe_insert(data_path="rotation_euler", index=-1) pose_bones['Tail'].keyframe_insert(data_path="rotation_euler", index=-1) # Frame 30: Deep squat posture (Arch spine up, lower pelvis, lift tail) bpy.context.scene.frame_set(30) pose_bones['Pelvis'].location = (0, -0.3, -0.8) # Drop low and back pose_bones['Spine'].rotation_euler = (math.radians(-25), 0, 0) # Arch spine upward pose_bones['Tail'].rotation_euler = (math.radians(45), 0, 0) # Lift tail away pose_bones['Pelvis'].keyframe_insert(data_path="location", index=-1) pose_bones['Spine'].keyframe_insert(data_path="rotation_euler", index=-1) pose_bones['Tail'].keyframe_insert(data_path="rotation_euler", index=-1) # Frame 70: Hold pose through the drop bpy.context.scene.frame_set(70) pose_bones['Pelvis'].keyframe_insert(data_path="location", index=-1) pose_bones['Spine'].keyframe_insert(data_path="rotation_euler", index=-1) pose_bones['Tail'].keyframe_insert(data_path="rotation_euler", index=-1) # Frame 100: Return to standard standing posture bpy.context.scene.frame_set(100) pose_bones['Pelvis'].location = (0, 0, 0) pose_bones['Spine'].rotation_euler = (0, 0, 0) pose_bones['Tail'].rotation_euler = (0, 0, 0) pose_bones['Pelvis'].keyframe_insert(data_path="location", index=-1) pose_bones['Spine'].keyframe_insert(data_path="rotation_euler", index=-1) pose_bones['Tail'].keyframe_insert(data_path="rotation_euler", index=-1) bpy.ops.object.mode_set(mode='OBJECT') def create_physics_drop(): # Ground Floor plane bpy.ops.mesh.primitive_plane_add(size=20, location=(0, 0, 0)) ground = bpy.context.object bpy.ops.rigidbody.object_add() ground.rigid_body.type = 'PASSIVE' # Feces Object (Spherical proxy) bpy.ops.mesh.primitive_uv_sphere_add(radius=0.15, location=(0, -1.1, 1.1)) feces = bpy.context.object feces.name = "Feces_Proxy" # Assign rigid body physics bpy.ops.rigidbody.object_add() feces.rigid_body.type = 'ACTIVE' feces.rigid_body.mass = 0.5 feces.rigid_body.collision_shape = 'SPHERE' # Animate visibility (Kinematic toggle) so it doesn't fall before frame 45 feces.rigid_body.kinematic = True feces.rigid_body.keyframe_insert(data_path="kinematic", frame=44) feces.rigid_body.kinematic = False feces.rigid_body.keyframe_insert(data_path="kinematic", frame=45) # Execute the complete setup pipeline setup_scene() dog_rig = create_dog_rig() animate_squat(dog_rig) create_physics_drop() Use code with caution. Technical Polish for Realism

Adds humor to the beginning of every 3D print.

For added realism, a subtle "steam" particle system can be enabled via the script just as the poop object is spawned. 4. Optimization and Practical Considerations If this script is used in a game, performance is key.

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